/* Version: MPL 1.1/LGPL 3.0
 *
 * "The contents of this file are subject to the Mozilla Public License
 * Version 1.1 (the "License"); you may not use this file except in
 * compliance with the License. You may obtain a copy of the License at
 * http://www.mozilla.org/MPL/
 *
 * Software distributed under the License is distributed on an "AS IS"
 * basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
 * License for the specific language governing rights and limitations
 * under the License.
 *
 * The Original Code is the Oblivion Graphics Extender, short OBGE.
 *
 * The Initial Developer of the Original Code is
 * Ethatron <niels@paradice-insight.us>. Portions created by The Initial
 * Developer are Copyright (C) 2011 The Initial Developer.
 * All Rights Reserved.
 *
 * Contributor(s):
 *  Timeslip (Version 1)
 *  scanti (Version 2)
 *  IlmrynAkios (Version 3)
 *
 * Alternatively, the contents of this file may be used under the terms
 * of the GNU Library General Public License Version 3 license (the
 * "LGPL License"), in which case the provisions of LGPL License are
 * applicable instead of those above. If you wish to allow use of your
 * version of this file only under the terms of the LGPL License and not
 * to allow others to use your version of this file under the MPL,
 * indicate your decision by deleting the provisions above and replace
 * them with the notice and other provisions required by the LGPL License.
 * If you do not delete the provisions above, a recipient may use your
 * version of this file under either the MPL or the LGPL License."
 */

#pragma once

#ifndef	OBGE_NOSHADER
#include <d3d9.h>

bool TextureCompressRGBH(LPDIRECT3DTEXTURE9 *base, bool gama);
bool TextureCompressRGBA(LPDIRECT3DTEXTURE9 *base, bool gama);
bool TextureCompressRGB(LPDIRECT3DTEXTURE9 *base, bool gama);
bool TextureCompressLA(LPDIRECT3DTEXTURE9 *alpha);
bool TextureCompressA(LPDIRECT3DTEXTURE9 *alpha);
bool TextureCompressXYZD(LPDIRECT3DTEXTURE9 *norm);
bool TextureCompressXY_Z(LPDIRECT3DTEXTURE9 *norm, LPDIRECT3DTEXTURE9 *z);
bool TextureCompressXYZ(LPDIRECT3DTEXTURE9 *norm);
bool TextureCompressXY(LPDIRECT3DTEXTURE9 *norm);
bool TextureCompressPM(LPDIRECT3DTEXTURE9 *base, LPDIRECT3DTEXTURE9 *norm, bool gama);
bool TextureCompressQDM(LPDIRECT3DTEXTURE9 *base, LPDIRECT3DTEXTURE9 *norm, bool gama, bool LODed);

#endif
